#pragma once
#include "DXUT.h"


//--------------------------------------------------------------------------------------
// Vertex structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
	D3DXVECTOR3 Pos;
	D3DXVECTOR3 Norm;
	D3DXVECTOR3 Tan;
	D3DXVECTOR3 Binorm;
	D3DXVECTOR2 Tex;
};


//--------------------------------------------------------------------------------------
// Light structure
//--------------------------------------------------------------------------------------
struct sPointLight{
	// Mesh
	D3DXVECTOR4 mColour;
	D3DXVECTOR4 mAmbientColour;
	D3DXVECTOR3 mAttenuation; // Coefficienti di attenuazione proporzionale alla distanza punto-luce (k0+k1*d+k2*d*d)
};


//--------------------------------------------------------------------------------------
// Material
//--------------------------------------------------------------------------------------
struct sMaterial{
	D3DXVECTOR4 mKe;
	D3DXVECTOR4 mKa;
	D3DXVECTOR4 mKd;
	D3DXVECTOR4 mKs;
	float mShininess;
	ID3D11ShaderResourceView *g_pTextureColorRV;
	ID3D11ShaderResourceView *g_pTextureNormalRV;
	ID3D11ShaderResourceView *g_pTextureDUDVMap;
};